Post by omino23 on May 9, 2008 7:17:26 GMT
This is a build I have been playing for a bit.
It uses the same class breakdown as one of the builds already on the forum
(http://highergroundpoa.proboards3.com/index.cgi?board=builds&action=display&thread=6927 )
but with some significant changes. I would be really curious to have someone pick it apart and improve on it so I can reinc and make him better.
Half-Orcs
- All half-orcs receive the Toughness feat for free.
- All half-orcs receive the Blooded feat for free, which allows them to acquire Legendary Skill Affinity Tumble.
"Juggernaut" (secret Beyond UltraRare; changes Appearance)
- STR +6, CON +6, CHA -2, free feat: Expertise, increases character size to large, breathes water
- Juggernauts receive (Str modifier * 2)% immunity to critical hits, capped at 90%; that is, that percentage of critical hits on them will be converted to non-criticals; this immunity is based on their form and will go away if they polymorph or transform
01: Fighter(1): Luck of Heros, Weapon Focus: Greatsword
02: Fighter(2): Dodge
03: Fighter(3): Iron Will
04: Fighter(4): Mobility
05: Fighter(5)
06: Fighter(6): Lightning Reflexes, Spring Attack
07: Fighter(7)
08: Fighter(8): Whirlwind Attack
09: Fighter(9): Blind Fight
10: Fighter(10): Disarm
11: Fighter(11)
12: Fighter(12): Power Attack, Knockdown
13: Fighter(13)
14: Weapon Master(1): Weapon of Choice: Greatsword
15: Weapon Master(2): Cleave
16: Weapon Master(3)
17: Weapon Master(4)
18: Weapon Master(5): Improved Critical: Greatsword
19: Weapon Master(6)
20: Weapon Master(7)
21: Fighter(14): Great Strength I, Epic Prowess
22: Fighter(15)
23: Fighter(16): Epic Weapon Focus: Greatsword
24: Fighter(17): Great Strength II
25: Fighter(18): Great Cleave
26: Fighter(19)
27: Fighter(20): Great Strength III, Improved Parry
28: Fighter(21)
29: Fighter(22): Improved Disarm
30: Fighter(23): Great Strength IV
31: Fighter(24): Improved Knockdown
32: Fighter(25)
33: Fighter(26): Great Strength V, Overwhelming Critical: Greatsword
34: Fighter(27)
35: Fighter(28): Devastating Critical: Greatsword
36: Fighter(29): Great Strength VI
37: Fighter(30): Improved Expertise, Epic Dodge (fighter 30)
38: Fighter(31)
39: Fighter(32): Great Strength VII, Armor Skin
40: Monk(1): {Evasion, Improved Unarmed Strike, Stunning Fist}
Fighter(32), Weapon Master(7), Monk(1), Half-Orc
STR: 16 (22)
DEX: 14
CON: 14 (20)
WIS: 10
INT: 14
CHA: 6 (4)
Skills:
Disp
Parry
Tumble
Listen
Craft armor or wep (I went armor)
LL Feats:
LSA Tumble
Great Str 8
LL wep focus GS
LL Luck
LL Reflex
LL Will
Epic Will (or something else if not so bothered about saving throws I kinda am)
You could also give up on disarm and knock down for more str via feat swap conversion, since you will only ever really be semi effective at it and without going pure fighter your "special better" versions are still kinda sub par. The improved fighter parry is still worth keeping for sure as a few rounds of 100% invincible crit machine is so worth it (like a mini immute spell once per rest). You can still knock down the hell bugs for sure.
Pros:
Partial constant immunity to crits
High damage (critting hells stuff for 500+)
Once per rest greater parry super fighter mode (useful for rezzing too and going over flame)
Can tank pit fiends
Fighter partial concealment
Not much chance of slagging
100+ ab with buffs and song
Epic Dodge
60+ saves
Cons:
Malbs are not so nice to you sometimes (they totally will knock you down and para-malbs are worse but I am not sure they are too popular with anyone)
Needs to not be played as a 100% of the time front liner as no innate DR or DI will mean that stuff that is hitting you will kill you. Best really to let someone else spawn it while you flank it and beat the crap out of it.
You love bard song and the cleric epics.
You sometimes might cleave into something you might not want to.
Might want to take an int arti for a few more still points and no confuse.
Having items with the epic warding spell on them will help you but you have to get good at switching them out and collect them (I have like 4 of the belts that do it and a set of ur armor for just switching out before/in combat to get some DR but these take some time to round up.
Also no umd or ability to go into GS till you demi and are lucky enough to get an asmo belt or trade for one. (belts again lol, I think I have a belt quick slotted for everything with this toon)
If a boss or something nasty decides to fixate on you they can and will kill you again and again but I am sure there are players with better positional knowledge out there that dont get themselves into the messes I do.
This is with buffs and songs and demi and stuff
It uses the same class breakdown as one of the builds already on the forum
(http://highergroundpoa.proboards3.com/index.cgi?board=builds&action=display&thread=6927 )
but with some significant changes. I would be really curious to have someone pick it apart and improve on it so I can reinc and make him better.
Half-Orcs
- All half-orcs receive the Toughness feat for free.
- All half-orcs receive the Blooded feat for free, which allows them to acquire Legendary Skill Affinity Tumble.
"Juggernaut" (secret Beyond UltraRare; changes Appearance)
- STR +6, CON +6, CHA -2, free feat: Expertise, increases character size to large, breathes water
- Juggernauts receive (Str modifier * 2)% immunity to critical hits, capped at 90%; that is, that percentage of critical hits on them will be converted to non-criticals; this immunity is based on their form and will go away if they polymorph or transform
01: Fighter(1): Luck of Heros, Weapon Focus: Greatsword
02: Fighter(2): Dodge
03: Fighter(3): Iron Will
04: Fighter(4): Mobility
05: Fighter(5)
06: Fighter(6): Lightning Reflexes, Spring Attack
07: Fighter(7)
08: Fighter(8): Whirlwind Attack
09: Fighter(9): Blind Fight
10: Fighter(10): Disarm
11: Fighter(11)
12: Fighter(12): Power Attack, Knockdown
13: Fighter(13)
14: Weapon Master(1): Weapon of Choice: Greatsword
15: Weapon Master(2): Cleave
16: Weapon Master(3)
17: Weapon Master(4)
18: Weapon Master(5): Improved Critical: Greatsword
19: Weapon Master(6)
20: Weapon Master(7)
21: Fighter(14): Great Strength I, Epic Prowess
22: Fighter(15)
23: Fighter(16): Epic Weapon Focus: Greatsword
24: Fighter(17): Great Strength II
25: Fighter(18): Great Cleave
26: Fighter(19)
27: Fighter(20): Great Strength III, Improved Parry
28: Fighter(21)
29: Fighter(22): Improved Disarm
30: Fighter(23): Great Strength IV
31: Fighter(24): Improved Knockdown
32: Fighter(25)
33: Fighter(26): Great Strength V, Overwhelming Critical: Greatsword
34: Fighter(27)
35: Fighter(28): Devastating Critical: Greatsword
36: Fighter(29): Great Strength VI
37: Fighter(30): Improved Expertise, Epic Dodge (fighter 30)
38: Fighter(31)
39: Fighter(32): Great Strength VII, Armor Skin
40: Monk(1): {Evasion, Improved Unarmed Strike, Stunning Fist}
Fighter(32), Weapon Master(7), Monk(1), Half-Orc
STR: 16 (22)
DEX: 14
CON: 14 (20)
WIS: 10
INT: 14
CHA: 6 (4)
Skills:
Disp
Parry
Tumble
Listen
Craft armor or wep (I went armor)
LL Feats:
LSA Tumble
Great Str 8
LL wep focus GS
LL Luck
LL Reflex
LL Will
Epic Will (or something else if not so bothered about saving throws I kinda am)
You could also give up on disarm and knock down for more str via feat swap conversion, since you will only ever really be semi effective at it and without going pure fighter your "special better" versions are still kinda sub par. The improved fighter parry is still worth keeping for sure as a few rounds of 100% invincible crit machine is so worth it (like a mini immute spell once per rest). You can still knock down the hell bugs for sure.
Pros:
Partial constant immunity to crits
High damage (critting hells stuff for 500+)
Once per rest greater parry super fighter mode (useful for rezzing too and going over flame)
Can tank pit fiends
Fighter partial concealment
Not much chance of slagging
100+ ab with buffs and song
Epic Dodge
60+ saves
Cons:
Malbs are not so nice to you sometimes (they totally will knock you down and para-malbs are worse but I am not sure they are too popular with anyone)
Needs to not be played as a 100% of the time front liner as no innate DR or DI will mean that stuff that is hitting you will kill you. Best really to let someone else spawn it while you flank it and beat the crap out of it.
You love bard song and the cleric epics.
You sometimes might cleave into something you might not want to.
Might want to take an int arti for a few more still points and no confuse.
Having items with the epic warding spell on them will help you but you have to get good at switching them out and collect them (I have like 4 of the belts that do it and a set of ur armor for just switching out before/in combat to get some DR but these take some time to round up.
Also no umd or ability to go into GS till you demi and are lucky enough to get an asmo belt or trade for one. (belts again lol, I think I have a belt quick slotted for everything with this toon)
If a boss or something nasty decides to fixate on you they can and will kill you again and again but I am sure there are players with better positional knowledge out there that dont get themselves into the messes I do.
This is with buffs and songs and demi and stuff